Difference between revisions of "Blender/C2/Types-of-Windows-Properties-Part-4/English"
From Script | Spoken-Tutorial
(Created page with 'Title of script: Types of Windows - Properties Part 4 Author: Bhanu Prakash, Sneha Deorukhkar and Monisha Banerjee Keywords: Render, Scene, World, Object, Object constraints, M…') |
(No difference)
|
Latest revision as of 13:39, 27 November 2012
Title of script: Types of Windows - Properties Part 4
Author: Bhanu Prakash, Sneha Deorukhkar and Monisha Banerjee
Keywords: Render, Scene, World, Object, Object constraints, Modifiers, Object Data, Material, Texture, Particles and Physics
Reviewers: Namita Lobo, Leena Mulye
|
|
Slide 1 | Welcome to the series of Blender tutorials. This tutorial is about the properties window in Blender 2.59. This script has been contributed by Sneha Deorukhkar and Bhanu Prakash and edited by Monisha Banerjee |
Slide 2 | After watching this tutorial, we shall learn what is the Properties window; what is the Material panel in the Properties window; what are the various settings in the Material panel of the Properties window |
Slide 5 | For this tutorial, I am using Windows XP operating system. |
I assume that you know the basic elements of the Blender interface. If not then please refer to our earlier tutorial - Basic Description of the Blender Interface. | |
Blender interface on screen. Hover on Property window right side of the screen. | The Properties window is located on the right hand side of our screen. We have already seen the first panels of the Properties window and their settings in the previous tutorial. Lets see the next panel in the Properties window. First, we must resize our Properties window for better viewing and understanding. |
Left click the left edge, hold and drag it to the left | Left click the left edge of the Properties window, hold and drag to the left. We can see the options in the Properties window more clearly now. To learn how to resize the Blender windows see our tutorial - How to Change Window Types in Blender |
Go to the top row of the Properties window. | Go to the top row of the Properties window. |
Left click Material icon | Left click the sphere icon at the top row of the Properties window. This is the Material panel. Here we can add a material to the active object. By default, a standard material is added to the cube. |
Hover on Material slot | This material is part of the Material slot highlighted in blue. |
Left click the plus sign | Left click the plus sign at the top right corner of the Material Panel to add a new Material slot. |
Left click new to add a new material | Left click new to add a new material. By default, all new materials are added with basic settings. |
Left click the minus sign at under the plus sign to delete the new material slot. | Left click the minus sign under the plus sign to delete the new material slot. We are back to our original material. Lets rename it to White |
Left click Material in the ID name bar | Left click Material in the ID name bar between the Material slot box and the preview window |
Type White on your keyboard and hit the enter key | Type White on your keyboard and hit the enter key. Both the Material and Material slot names have changed to white. We can also add a new material without adding a new material slot. |
Left click the plus sign to the right of the Material ID name bar. Left click Material 01 in the ID name bar. Type Red on your keyboard and hit the enter key | Left click the plus sign to the right of the Material ID name bar. A new material is added to the material slot. Rename it to red. You guessed it. We are going to change the colour of this material from white to red. But first lets take a look at the row of buttons below the Material ID name bar. |
Hover on Surface | Surface renders the material of the active object as its surface. This is the default render material in Blender. |
Left click Wire | Wire renders the material as a wired mesh showing only the edges of the object's polygons. This is a useful tool that saves time on modeling and rendering. We will learn about wired mesh, edges and polygons in detail in more advanced tutorials about modeling in blender. |
Left click Volume | Volume renders the material as the entire volume of the active object. The material settings are different from those for surface and wire. We will see these settings in detail when we use Volume Material in later tutorials. |
Left click Halo | Halo renders the material as halo particles around the active object. Again, the material settings have changed. We will see these settings in detail when we use Halo Material in later tutorials. Notice that none of these options are visible in the 3D view. That is because these can only be viewed in the Render Display. To learn about render display see the tutorial Types of windows Properties part 1 |
Left click Surface | Go back to Surface. We will see the settings for the Surface material |
Hover on preview window | Below is the preview window that shows a preview of the rendered material. To the right is a column of buttons for different preview options. |
Left click Plane at the top of the buttons column | Plane |
Left click Sphere | Sphere |
Left click Cube | Cube |
Left click Monkey | Monkey |
Left click Hair | Hair |
Left click Sky | And Sky. Now lets change the colour of our material from white to red. |
Go to Diffuse. left click the white bar under diffuse | Go to Diffuse. left click the white bar under diffuse. A colour menu appears. We can choose any colour we want from this menu. I am choosing red. |
Left click and hold the white dot in the centre of the colour circle. Drag your mouse towards the red zone of the circle. | Left click and hold the white dot in the centre of the colour circle. Drag your mouse towards the red zone of the circle. |
Hover on cube in 3D view and material preview window | The colour of the cube changes from white to red in the 3D view and the preview window in the Material panel. |
left click the white bar under diffuse again | Another method is - left click the white bar under diffuse again. Do you see the three bars named R G and B below the colour circle? |
Left click R. Type 1 on your keyboard and hit the enter key | Left click R. Type 1 on your keyboard and hit the enter key |
Left click G. Type 0 on your keyboard and hit the enter key | Left click G. Type 0 on your keyboard and hit the enter key |
Left click B. Type 0 on your keyboard and hit the enter key | Left click B. Type 0 on your keyboard and hit the enter key. Now cube colour is a perfect red |
Similarly, left click the white bar under specular. | Similarly, left click the white bar under specular. Select any colour in the colour menu. |
Select green colour type RGB 010 | I am selecting green. |
Hover on cube in 3D view and material preview window | So look the shine on the cube has changed from white to light green. Now what if I want to use the white material again? How do I get it back? |
Go to the Material ID name bar | Go to the Material ID name bar. Here is a another sphere icon to the left of the name bar. |
Left click the sphere icon | Left click the sphere icon. This is the Material menu. All materials used in the scene are listed here. Right now only two materials are displayed here - Red and White. |
Left click White | Left click White. Once again, the cube has changed from red to white. |
Hover on Intensity below Diffuse & Specular | Below both Diffuse and specular are the Intensity bars. By default, intensity is 0.8 for Diffuse and 0.5 for Specular. These can be changed as per the type of material finish required. A Matt finish means less intensity of both Diffuse and specular. For example, a natural wood material will have a Matt finish. A Glossy finish means more intensity of Diffuse and specular. For example, a car paint material will have a Glossy finish |
Hover on Lambert next to Diffuse | Lambert is the default shader for Diffuse in Blender. |
Left click Lambert | Left click Lambert. This is the Diffuse shader menu. Here we can choose our required shader like Fresnel, Minnaert, Toon, Oren-Nayar and Lambert. Like Intensity, shaders are also different for different types of materials. For example, a glass material will use the Fresnel shader. |
Hover on Cooktorr | Similarly, Cooktorr is the default shader for specular in Blender. |
Left click Cooktorr | Left click Cooktorr. This is the Specular Shader menu. Blinn and phong are the most common specular shaders used for 90% of materials. |
Hover on Hardness below specular | Hardness determines the spread of specularity or shininess of the object. |
Left click Hardness 50. Type 100 on your keyboard and hit the enter key | Left click Hardness 50. Type 100 on your keyboard and hit the enter key. |
Hover on preview window | The specular area is reduced to a small circle on the preview sphere. |
Again Left click Hardness 100. Type 10 on your keyboard and hit the enter key | Again Left click Hardness 100. Type 10 on your keyboard and hit the enter key. |
Hover on preview window | Now the specular area becomes larger and spreads over the preview sphere. So these are the basic settings of the Material panel. Rest of the settings will be covered in later tutorials. |
Slide 6 | Now you can go ahead and create a new file; add a new material to the cube and change its colour and name to Blue. |
Slide 9 | This Tutorial is created by Project Oscar and supported by the National Mission on Education through ICT. More information on the same is available at the following links oscar.iitb.ac.in, and spoken-tutorial.org/NMEICT-Intro.
The Spoken Tutorial Project Conducts workshops using spoken tutorials. Gives certificates to those who pass an online test. For more details, please contact us contact@spoken-tutorial.org. Thank you for joining us |
Slide 15 | and this is Monisha from IIT Bombay signing off. |